mirror of https://github.com/axmolengine/axmol.git
321 lines
9.3 KiB
C++
321 lines
9.3 KiB
C++
/**
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* The MIT License (MIT)
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*
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* Copyright (c) 2012-2018 DragonBones team and other contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef DRAGONBONES_ANIMATION_CONFIG_H
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#define DRAGONBONES_ANIMATION_CONFIG_H
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#include "../core/BaseObject.h"
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DRAGONBONES_NAMESPACE_BEGIN
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/**
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* - The animation config is used to describe all the information needed to play an animation state.
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* The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used.
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* @see dragonBones.AnimationState
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* @beta
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 动画配置用来描述播放一个动画状态所需要的全部信息。
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* 该 API 仍在实验阶段,使用时可能遭遇 bug 或稳定性或兼容性问题。
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* @see dragonBones.AnimationState
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* @beta
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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class AnimationConfig : public BaseObject
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{
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BIND_CLASS_TYPE_A(AnimationConfig);
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public:
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/**
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* @private
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*/
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bool pauseFadeOut;
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/**
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* - Fade out the pattern of other animation states when the animation state is fade in.
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* This property is typically used to specify the substitution of multiple animation states blend.
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* @default dragonBones.AnimationFadeOutMode.All
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 淡入动画状态时淡出其他动画状态的模式。
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* 该属性通常用来指定多个动画状态混合时的相互替换关系。
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* @default dragonBones.AnimationFadeOutMode.All
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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AnimationFadeOutMode fadeOutMode;
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/**
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* @private
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*/
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TweenType fadeOutTweenType;
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/**
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* @private
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*/
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float fadeOutTime;
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/**
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* @private
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*/
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bool actionEnabled;
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/**
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* @private
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*/
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bool additiveBlending;
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/**
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* - Whether the animation state has control over the display property of the slots.
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* Sometimes blend a animation state does not want it to control the display properties of the slots,
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* especially if other animation state are controlling the display properties of the slots.
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* @default true
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 动画状态是否对插槽的显示对象属性有控制权。
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* 有时混合一个动画状态并不希望其控制插槽的显示对象属性,
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* 尤其是其他动画状态正在控制这些插槽的显示对象属性时。
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* @default true
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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bool displayControl;
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/**
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* @private
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*/
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bool pauseFadeIn;
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/**
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* - Whether to reset the objects without animation to the armature pose when the animation state is start to play.
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* This property should usually be set to false when blend multiple animation states.
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* @default true
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* @version DragonBones 5.1
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* @language en_US
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*/
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/**
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* - 开始播放动画状态时是否将没有动画的对象重置为骨架初始值。
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* 通常在混合多个动画状态时应该将该属性设置为 false。
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* @default true
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* @version DragonBones 5.1
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* @language zh_CN
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*/
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bool resetToPose;
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/**
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* @private
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*/
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TweenType fadeInTweenType;
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/**
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* - The play times. [0: Loop play, [1~N]: Play N times]
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 播放次数。 [0: 无限循环播放, [1~N]: 循环播放 N 次]
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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int playTimes;
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/**
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* - The blend layer.
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* High layer animation state will get the blend weight first.
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* When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight assigned.
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* @readonly
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 混合图层。
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* 图层高的动画状态会优先获取混合权重。
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* 当混合权重分配超过 1 时,剩余的动画状态将不再获得权重分配。
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* @readonly
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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int layer;
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/**
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* - The start time of play. (In seconds)
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* @default 0.0
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 播放的开始时间。 (以秒为单位)
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* @default 0.0
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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float position;
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/**
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* - The duration of play.
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* [-1: Use the default value of the animation data, 0: Stop play, (0~N]: The duration] (In seconds)
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* @default -1.0
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 播放的持续时间。
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* [-1: 使用动画数据默认值, 0: 动画停止, (0~N]: 持续时间] (以秒为单位)
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* @default -1.0
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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float duration;
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/**
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* - The play speed.
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* The value is an overlay relationship with {@link dragonBones.Animation#timeScale}.
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* [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
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* @default 1.0
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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* - 播放速度。
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* 该值与 {@link dragonBones.Animation#timeScale} 是叠加关系。
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* [(-N~0): 倒转播放, 0: 停止播放, (0~1): 慢速播放, 1: 正常播放, (1~N): 快速播放]
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* @default 1.0
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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float timeScale;
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/**
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* - The blend weight.
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* @default 1.0
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 混合权重。
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* @default 1.0
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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float weight;
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/**
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* - The fade in time.
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* [-1: Use the default value of the animation data, [0~N]: The fade in time] (In seconds)
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* @default -1.0
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 淡入时间。
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* [-1: 使用动画数据默认值, [0~N]: 淡入时间] (以秒为单位)
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* @default -1.0
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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float fadeInTime;
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/**
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* - The auto fade out time when the animation state play completed.
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* [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds)
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* @default -1.0
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 动画状态播放完成后的自动淡出时间。
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* [-1: 不自动淡出, [0~N]: 淡出时间] (以秒为单位)
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* @default -1.0
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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float autoFadeOutTime;
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/**
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* - The name of the animation state. (Can be different from the name of the animation data)
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 动画状态名称。 (可以不同于动画数据)
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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std::string name;
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/**
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* - The animation data name.
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 动画数据名称。
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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std::string animation;
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/**
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* - The blend group name of the animation state.
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* This property is typically used to specify the substitution of multiple animation states blend.
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* @readonly
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 混合组名称。
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* 该属性通常用来指定多个动画状态混合时的相互替换关系。
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* @readonly
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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std::string group;
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/**
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* @private
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*/
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std::vector<std::string> boneMask;
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protected:
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virtual void _onClear() override;
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public:
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/**
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* @private
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*/
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void clear();
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/**
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* @private
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*/
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void copyFrom(AnimationConfig* value);
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/**
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* @private
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*/
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bool containsBoneMask(const std::string& boneName) const;
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/**
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* @private
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*/
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void addBoneMask(Armature* armature, const std::string& boneName, bool recursive);
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/**
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* @private
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*/
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void removeBoneMask(Armature* armature, const std::string& boneName, bool recursive);
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public: // For WebAssembly.
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int getFadeOutMode() const { return (int)fadeOutMode; }
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void setFadeOutMode(int value) { fadeOutMode = (AnimationFadeOutMode)value; }
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int getFadeOutTweenType() const { return (int)fadeOutTweenType; }
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void setFadeOutTweenType(int value) { fadeOutTweenType = (TweenType)value; }
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int getFadeInTweenType() const { return (int)fadeInTweenType; }
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void setFadeInTweenType(int value) { fadeInTweenType = (TweenType)value; }
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};
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DRAGONBONES_NAMESPACE_END
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#endif // DRAGONBONES_ANIMATION_CONFIG_H
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